Grung Wildling

Small humanoid (grung), Lawful Evil

Armor Class

13 (16 with barkskin)

Hit Points

27 (5d6+10)

Speed

walk 25 ft., climb 25 ft.

Saves

Dex +5

Skills

Athletics +2, Perception +4, Stealth +5, Survival +4

Damage Immunities

poison

Condition Immunities

poisoned

Languages

Grung

Challenge

1

Amphibious

The grung can breathe air and water.

Poisonous Skin

Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap

The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Spellcasting

The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: • 1st level (4 slots): cure wounds, jump • 2nd level (3 slots): barkskin, spike growth • 3rd level (2 slots): plant growth

Actions

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Variant: Grung Poison

Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. Green: The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands. Blue: The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. Purple: The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud. Red: The poisoned creature must use its action to eat if food is within reach. Orange: The poisoned creature is frightened of its allies. Gold: The poisoned creature is charmed and can speak Grung.

Grung Wildling

Small humanoid, any alignment

Armor Class

16 (natural armor)

Hit Points

27 (5d6 + 10)

Speed

walk 25 ft., climb 25 ft.

Saves

Dex +5

Skills

Athletics +2, Perception +4, Stealth +5, Survival +4

Damage Immunities

poison

Condition Immunities

poisoned

Languages

Grung

Challenge

1

Proficiency Bonus

+2

Amphibious

The grung can breathe air and water.

Poisonous Skin

Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap

The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Water Dependency

If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.

Actions

Dagger

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.

Shortbow

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage.

Spellcasting

The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): • At will: druidcraft • 3/Day each: cure wounds, spike growth • 2/Day: plant growth